diff --git a/shaders/dimensions/DH_solid.vsh b/shaders/dimensions/DH_solid.vsh index 3f95634..6c0d5f1 100644 --- a/shaders/dimensions/DH_solid.vsh +++ b/shaders/dimensions/DH_solid.vsh @@ -90,8 +90,7 @@ void main() { #if defined Seasons && defined OVERWORLD_SHADER - float blank = 0.0; - YearCycleColor(gcolor.rgb, gl_Color.rgb, blank, dhMaterialId == DH_BLOCK_LEAVES); + YearCycleColor(gcolor.rgb, gl_Color.rgb, dhMaterialId == DH_BLOCK_LEAVES, dh_material_id == DH_BLOCK_GRASS); #endif #if DOF_QUALITY == 5 diff --git a/shaders/dimensions/all_solid.vsh b/shaders/dimensions/all_solid.vsh index 73b07ee..97c369a 100644 --- a/shaders/dimensions/all_solid.vsh +++ b/shaders/dimensions/all_solid.vsh @@ -355,8 +355,7 @@ if(heldItemId == ITEM_LIGHT_SOURCES || heldItemId2 == ITEM_LIGHT_SOURCES) HELD_I #endif #if defined Seasons && defined WORLD && !defined ENTITIES && !defined BLOCKENTITIES && !defined HAND - float blank = 0.0; - YearCycleColor(color.rgb, gl_Color.rgb, blank, mc_Entity.x == BLOCK_AIR_WAVING); + YearCycleColor(color.rgb, gl_Color.rgb, mc_Entity.x == BLOCK_AIR_WAVING, true); #endif #ifdef TAA_UPSCALING diff --git a/shaders/lib/climate_settings.glsl b/shaders/lib/climate_settings.glsl index 9e58fd8..12ce0d5 100644 --- a/shaders/lib/climate_settings.glsl +++ b/shaders/lib/climate_settings.glsl @@ -17,9 +17,9 @@ void YearCycleColor ( inout vec3 FinalColor, vec3 glcolor, - inout float SnowySeason, - bool isLeaves + bool isLeaves, + bool isPlants ){ // colors for things that arent leaves and using the tint index. vec3 SummerCol = vec3(Summer_R, Summer_G, Summer_B); @@ -65,19 +65,19 @@ vec3 SpringToSummer = mix(WinterToSpring, SummerCol, SpringTime); // make it so that you only have access to parts of the texture that use the tint index - bool IsTintIndex = floor(dot(glcolor,vec3(0.5))) < 1.0; + bool IsTintIndex = floor(dot(glcolor,vec3(0.5))) < 1.0 && isPlants; // multiply final color by the final lerped color, because it contains all the other colors. if(IsTintIndex) FinalColor = SpringToSummer; - #ifdef Snowy_Winter - // this is to make snow only exist in winter - float FallToWinter_snowfall = mix(0.0, 1.0, AutumnTime); - float WinterToSpring_snowfall = mix(FallToWinter_snowfall, 0.0, WinterTime); - SnowySeason = clamp(pow(sin(WinterToSpring_snowfall*SeasonLength)*0.5+0.5,5),0,1) * WinterToSpring_snowfall * noPuddleAreas; - #else - SnowySeason = 0.0; - #endif + // #ifdef Snowy_Winter + // // this is to make snow only exist in winter + // float FallToWinter_snowfall = mix(0.0, 1.0, AutumnTime); + // float WinterToSpring_snowfall = mix(FallToWinter_snowfall, 0.0, WinterTime); + // // SnowySeason = clamp(pow(sin(WinterToSpring_snowfall*SeasonLength)*0.5+0.5,5),0,1) * WinterToSpring_snowfall * noPuddleAreas; + // #else + // // SnowySeason = 0.0; + // #endif } #endif #endif